It's my own rasterizer, nothing like d3d, but works like any other scanline renderer. CUDA will be generalized in DX11 as compute shaders, but I'm not sure how to take advantage of it yet. A little serial code is required to manage the state/textures and interpolate the edges of the primitives, that cannot be done on the gpu. But it's already looking much better than a simple pixel shader, any buffer can be read or written at any location, swizzling and read-and-modify effects like destination alpha test, write bitmasks, or the weird alpha blending modes can be implemented there. The dx10 "lines" may have many reasons, the different pixel center, upscaling, float/integer conversion, it's hard to get texture sampling right .

Is it possible to get a fix for Rogue Galaxy any time soon ( i heard this happen to other games, only happen in videos of past event or flashbacks), it would be enough if it work correctly on software mode since it is close to real ps2, this would make Rogue Galaxy on pcsx2 exactly like it is on ps2. here the pics on Dx9 hardware, Dx10 hardware and Dx10 Software.

heya Gabest
how 'bout a number or something to show which savestate is activated if one changes savestates or saves?
I mean in the video screen not the console ^^ that would be way easier
for a short time would be fine ^^ half a second or something like that ^^